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A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games

https://doi.org/10.1016/j.entcom.2020.100353
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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

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Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting
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The Motivational Pull of Video Games: A Self-Determination Theory Approach
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The social side of gaming: How playing online computer games creates online and offline social support
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The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior
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Underlying factors of social capital acquisition in the context of online-gaming: Comparing World of Warcraft and Counter-Strike
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Psychological need satisfaction and well-being in first-person shooter clans: Investigating underlying factors
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Are online role-playing games more social than multiplayer first-person shooters? Investigating how online gamers’ motivations and playing habits are related to social capital acquisition and social support
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Games and Recovery
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The independence of positive and negative affect.
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Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being.
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Relation of reward contingency and interpersonal context to intrinsic motivation: A review and test using cognitive evaluation theory.
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The need to belong: Desire for interpersonal attachments as a fundamental human motivation.
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Facilitating optimal motivation and psychological well-being across life's domains.
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A two-process view of Facebook use and relatedness need-satisfaction: Disconnection drives use, and connection rewards it.
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Need for relatedness: a self-determination approach to examining attachment styles, Facebook use, and psychological well-being
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Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives
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Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs
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Characterizing Mood Management as Need Satisfaction: The Effects of Intrinsic Needs on Selective Exposure and Mood Repair
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The Influence of Competitive and Cooperative Group Game Play on State Hostility
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Entertainment 2.0? The Role of Intrinsic and Extrinsic Need Satisfaction for the Enjoyment of Facebook Use
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Proceedings of the 2004 ACM conference on Computer supported cooperative work
inferredcites →https://doi.org/10.1145/1031607.1031625openalex-snapshot
Physiological indicators for the evaluation of co-located collaborative play
inferredcites →https://doi.org/10.1145/1371216.1371221openalex-snapshot
People, places, and play
inferredcites →https://doi.org/10.1145/1690388.1690394openalex-snapshot
Where everybody knows your game
inferredcites →https://doi.org/10.1145/1823818.1823826openalex-snapshot
Out of sight, out of mind
inferredcites →https://doi.org/10.1162/pres.15.4.381openalex-snapshot
Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?
inferredcites →https://doi.org/10.1177/0093650209356394openalex-snapshot
“Killing Spree”: Exploring the Connection Between Competitive Game Play and Aggressive Cognition
inferredcites →https://doi.org/10.1177/0146167208327216openalex-snapshot
The Motivating Role of Violence in Video Games
inferredcites →https://doi.org/10.1207/s15327965pli1104_01openalex-snapshot
The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior
inferredcites →https://doi.org/10.1386/jgvw.6.1.49_1openalex-snapshot
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inferredcites →https://doi.org/10.4018/jgcms.2009070102openalex-snapshot
Rules of Engagement
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Structural equation modeling with AMOS: basic concepts, applications, and programming

What points at this work

Incoming claims: where this work appears in other papers’ reference lists and arguments.

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Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction
inferred← citeshttps://doi.org/10.1016/j.chb.2024.108388openalex-snapshot
Assessing the impact of griefing in MMORPGs using self-determination theory
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How to create positive word of mouth (WOM) in the world of gaming? The social side of multiplayer games
inferred← citeshttps://doi.org/10.1027/1864-1105/a000519openalex-snapshot
Different Gameplay Styles, Different Psychological Needs – Linking Relatedness to Behavioral Indicators of Relational Social Influence
inferred← citeshttps://doi.org/10.1080/10447318.2023.2210880openalex-snapshot
Player Enjoyment in Video Games: A Systematic Review and Meta-analysis of the Effects of Game Design Choices
inferred← citeshttps://doi.org/10.1080/10447318.2025.2531271openalex-snapshot
Higher Presence, Lower Loneliness? Evaluating the Impact of Social Presence on Loneliness Among Online Gamers: A Fuzzy-Set Qualitative Comparative Analysis
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The process of negotiating and balancing digital play in everyday life: Adolescents’ narratives
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Captivated by Meaning
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The larger, the fitter, the better: clans' evolution, social capital and effectiveness
inferred← citeshttps://doi.org/10.1109/ie2c69620.2026.11663041openalex-snapshot
Pedagogical Integration of First-Person Shooter Mechanics in Game-Based Learning: A Critical Review and Framework Positioning
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Let's Play and Learn: A State‐of‐the‐Art Review on Gamification‐Based Learning With a Bibliometric Analysis in the Higher Education Institutions
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Exploring Player Experience Factors for Designing Persuasive Recruitment Games
inferred← citeshttps://doi.org/10.1177/08944393251414170openalex-snapshot
Capability, Opportunity, and Motivation in a Social Multiplayer Online Game: Player Influence Dynamics in Sky: Children of Light
inferred← citeshttps://doi.org/10.1177/10468781221113030openalex-snapshot
Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games
inferred← citeshttps://doi.org/10.1177/15554120211056126openalex-snapshot
Using Case Studies to Explore Need Satisfaction and Frustration in Puzzle Video Games
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“A Crown is Warranted With Strength”: Bosses, Fantasy, and Democracy in Elden Ring
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Investigating psychological causes and consequences of playing in online gaming communities: The roles of offline and clan-based need satisfaction
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Filipino Generation Z on Mobile Legends during COVID-19: A Determination of Playtime and Satisfaction
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A Video Game Seamless Evaluator: A Heuristic evaluation from User Experience to Player Experience
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Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games
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Are There Differences in Video Gaming and Use of Social Media among Boys and Girls?—A Mixed Methods Approach
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